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Planking and the Lucas Response

c3gill

Smash Ace
Joined
Jan 12, 2009
Messages
951
Location
VA
Another issue is seeming to pop out of Meta Knight's game- Planking.. So what can us Lucas users do about this absurd, yet legal strategy? In this thread I will discuss my solution for Lucas. Most of note, however, is the thought of stalling, but that will be answered last.

Bowyer also runs the clock out against a lot of people by camping on stage w/ MK. Thats kinda why i like the "If time runs out, MK loses" rule more than the edgegrab rule. Maybe you could apply the edgegrab rule in the ditto or something, but MK can deal w/ planking, so whatever.
lol, what a stupid rule. when games time out it isn't only because I don't approach the other person. If you notice, they aren't approaching me either. and projectile spamming doesn't count as approaching.

also, other characters are capable of timing out games too... just nobody does.
After reading these 2 quotes, and a few PMs sent back and forth with Levitas(generally about planking), I think I have come to the conclusion that more Lucas mains should consider not just running out the 8 minute timer, but playing a game of evasion rather than a game of aggression- yes, this means typically taking a defensive stance against a planking character.

WHY?

Planking is taking the strongest and most abusive character and giving him invincibility frames, forcing his opponent to approach him, and giving him the advantage of attacking from a defensive position.

This is exactly what we intend to force Meta Knight to do, except we plan on taking his defensive advantage for ourselves. Simple solution- we have projectiles, and **** good ones at that :)

HOW?

First off consider the special moves Lucas has.
  • PK Fire - unlike the Ness version, is built around exploding and pushing your opponent away, rather than pillaring and giving you an opportunity to attack.
  • PK Thunder - While generally underused, this move is one of the main supports to what I am proposing. When Looped it can force opponents off ledges, and eventually force them to approach.
  • PK Freeze - Another option, used to force opponents off ledges and approach. Also a viable gimping option.

Additionally, take a look at his Smash attacks:
  • U-Smash - This move is often overlooked due to its absurd lag, but it is a very well balanced move. This should only be used if you are certain that it will connect, or if you will not be horribly punished.
  • F-Smash - A great move. It has good knockback at higher percentages, and can punish the hell out of an improper ground approach.
  • D-Smash - Another awesome move. This will punish dodges and rolls of your opponent.

Lucas has some really amazing special moves to play a defensive game with. Considering his ability to space with PK Fire, and his choice in move against plankers, Lucas is an ideal character to play a game of cat-and-mouse with your foe. His Smash attacks push this further, as they are best used to punish flaws in Meta Knights approaches.

WHAT (to do):

As soon as you see MK run to a ledge, you know the basic strategy of your opponent- he is expecting you to approach. DO NOT DO THIS! When you approach Meta Knight, you are taking away most of Lucas' advantages in this match up.

First and foremost, space yourself a decent amount from the edge that MK is planking on. Prepare your space so that you can either loop PKT twice around the edge or hit directly below the edge with PK Freeze. For PKT, make sure to skim the projectile just above the ground, so that you can lose the projectile at a moments notice and stop a grounded approach.

Meta Knight will probably continue planking once he is hit with your projectile- keep it up! Give him as much worthless damage as you can. After realizing that planking is not a viable strategy, he will probably try to approach. IF you cannot find a way to punish his approach, run! why not? Keep the advantage in your favor.

Lucas has amazing spacing abilities, most notably PK Fire, Magnet Pulling, and the Zap Jump. PK Fire is awesome because when spaced properly, cannot be punished. You can FH and lagless a PKF and wavebounce back to a defensive position... Brilliant!

But why Magnet Pull and Zap Jump? isnt Meta Knight at an advantage in the air?

YES. but we have a surprising advantage. Speed. Have you ever noticed how quickly Lucas can move when Magnet Pulling? Or how fast you accelerate upward when Zap Jumping? you should be taking to the air, specifically to avoid Meta Knights aerial power!

Why let him ever have the advantage? we can move around the screen through the air quicker than he can, so there is no reason to give him an advantage.... if he takes to the air, get on the other side of the stage. Avoid him unless he is approaching from the ground, and if he is, punish him!

From this position, is it up to you to play Meta Knight to the best of your abilities. I suggest continuing an evasive game- If you are constantly dealing small amounts of damage and avoiding taking damage, there is no reason why you should not be able to beat a Meta Knight, even if it takes all 8 minutes.

I see no reason at all for Lucas to ever approach Meta Knight. Lucas has some amazing defensive properties, AT's, and moves that should all be used to your advantage. As I said earlier, Lucas loses a lot of his advantages in this match as soon as you either approach or engage in close combat- space well, hit him away from you, and run.


As Bowyer said, Characters are capable of timing out opponents. I feel that this really applies to Lucas' game- but this game of evasion is only a suggestion to the problem of planking- you need to find out what works for you.


My biggest issue with this is you do not want to be seen as "stalling"- so here is my arguement for that. When Meta Knight starts planking, he is taking a defensive position as to avoid being forced to approach- he is playing the best defensive game he possibly can. Lucas can play a defensive game that is not based on planking- so if someone claims you are stalling in not approaching, state that you are moving into an advantageous position, and then begin launching the Thunder / Freeze at that planking MK.

Im sorry if this was written as not a complete thought process, i kinda copied and pasted my thoughts from planking- please forgive any sloppiness :(
anyway, Discussion!
 

MeLL0W

Smash Apprentice
Joined
Jan 23, 2009
Messages
78
Location
Tampa, FL
I feel as though that Planking with Meta Knight is something that instead of just standing there lookin cute we can use our awesome Projectiles to force him off that **** ledge.
Once you get that Meta in the air it will be easy to get away with our overall slightly faster aerial movement. And when he lands to approach you a Fsmash (For when really close) A Dsmash (For a Meta you know who Spot Dodges a lot) Or PK Fire to space are good ways to punish that.
If he goes back to planking lets do our aerial movements to try and get him to come off. I'm not sure how with a perssistant player but it's better then standing there looking cute. xD
 

Levitas

the moon
Joined
Jul 20, 2007
Messages
5,734
Location
Ann Arbor, MI
Before this goes anywhere, let me say that this is NOT a topic for discussing possible rule sets. I will warn/infract as I see fit to keep this away from an argument about brawl competitive rulesets. We're talking about optimal strategies for lucas dealing with planking. This should avoid dumb debates that ankoku can take care of over in tactical discussion :p

I think PK freeze from midstage is the best option, honestly. It doesn't really do anything, but people who don't know anything might feel threatened, and who knows, maybe you'll get a lucky hit or something.
 

xoxokev

Smash Lord
Joined
Sep 8, 2008
Messages
1,431
Location
California, baby
I think PK freeze from midstage is the best option, honestly. It doesn't really do anything, but people who don't know anything might feel threatened, and who knows, maybe you'll get a lucky hit or something.
I agree with this. And if it does hit, it can possibly stage spike
 

c3gill

Smash Ace
Joined
Jan 12, 2009
Messages
951
Location
VA
I think PK freeze from midstage is the best option, honestly. It doesn't really do anything, but people who don't know anything might feel threatened, and who knows, maybe you'll get a lucky hit or something.
Im still 50/50 on it- PKT has the ability to hit multiple times, it stuns, and you can use it to push MK into or down and away from the stage.

PK Freeze is nice because it locks him up, and if you can time it properly you could chain it a bit.

More important than the projectile you choose to threaten with it the point of threatening him- If he feels that he is risking his character while planking as you play a safe distance game, MK will get up and attack you.

If the MK can take his time and not feel rushed, he can win almost all matches- we need to pressure him without danger to Lucas, and that cannot be accomplished by approaching.
 

ParanoidDrone

Smash Master
Joined
Jan 26, 2008
Messages
4,335
Location
Baton Rouge, LA
I'm sorry, but I thought this was old news? We've known that PK Thunder and PK Freeze can be used to put an end to silly ledge shenanigans for ages now. (PK Freeze less so, but I think everyone here has seen at least one stagespike from it.)

I have a new favorite word. Shenanigans.

EDIT: Not intending to put down the effort that went into making this topic. Just seems more like "Hey guys, remember this?" than "Hey guys, we can do this!"
 

Levitas

the moon
Joined
Jul 20, 2007
Messages
5,734
Location
Ann Arbor, MI
IMO pk thunder can't do anything to MK on the edge unless it's halbred or something.

a minimum of 30 frames lag + slow + he can roll up from the edge and attack you and there isn't anything you can do about it.

PK freeze is similarly ineffective. MK can just see it coming, ledge drop, and camp below stage level for a few seconds.

MK clearly has a response to both things that we can't do ANYTHING about. As a matter of fact, he can break PK thunder with a 13 frame ledgedropped uair. 13 frames in DURATION. As in half as long as our first jab.
 

ToxiCrow

Smash Ace
Joined
Jun 6, 2008
Messages
944
Location
Long Island, New York
i no some characters can grab other characters on that are hanging on the edge.
can lucas do this? and if he can, can he do it to MK?

and APC is right about using Dair. dair beats out shuttle loop as well (i've done it before atleast)
 

prOAPC

Smash Lord
Joined
Mar 24, 2008
Messages
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Cartagena/Bogotá - Colombia
pk freeze may not hit MK, but at the same time MK can't punish Lucas
with pk thunder, don't move it to far, and be prepared for a pkt2. MK (or any other character) can't just roll and punish Lucas, you should know how to ledgewhipping
 

PhoenixAlpha

Smash Journeyman
Joined
Sep 18, 2007
Messages
387
Location
Dallas - The Land of The Killers
i no some characters can grab other characters on that are hanging on the edge.
can lucas do this? and if he can, can he do it to MK?

and APC is right about using Dair. dair beats out shuttle loop as well (i've done it before atleast)
No, Lucas can't edge grab MK, and dair will beat shuttle loop at the proper distance. I think it works when Lucas is just above MK's highest point of the loop. I don't know if I'd feel comfortable SH Dairing off the stage though, especially against Sir Gimpsalot
 

PolMex23

Smash Champion
Joined
Apr 1, 2008
Messages
2,536
Location
Passion Central
the fact that characters have to build strategies due to Mks ability to "plank on-stage" is lame.

But, you guys have some techniques...

I have a green fireball that ignores physics...

I come to realize why good "mk" players always beat luigis. When they realize...

"hey, why am I approaching and playing luigis strong close combat game?"

Than they plank...

=(, I hope every lucas learns how to **** mks an knock them out of tourneys so i only worry about Lucas players an not Mks, even though lucas vs Luigi is a hard match up, 50-50 right?
 

ToxiCrow

Smash Ace
Joined
Jun 6, 2008
Messages
944
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Long Island, New York
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